PVP istelf is a great and varied subject in Gaming. I think all MMORPG's should have them. For there is no game without antagony, either from the environment or ,other players, or better yet, both.

The essential reason why players have trouble coping with PVP is not the "sting feeiing of getting popped" this is part of the ecxitment and one that all players learn to enjoy after a while. But the real issue as to why players can't cope with PVP is because their CPU's cant handle it. For ex. I enjoy a PVP situation, but i don't enjoy the latency that occurs from it. Most hard core PVP'ers have hard core CPU's . More power to them- but the majority of the total online gaming community have midrange CPUs. Keep in mind that the majority who have mid range CPU'c still contribute financially to the gaming industry itself. So one shouldn't knock them. So instead, mid range users must find a way to enjoy their gaming exp on limited equippment, this they do by adapting to the more routine pleasures of PVE.

Having both experiences availible to gamers as a whole I think is best. And high end game devs should work to create a standard where the games have designated zones/areas where PVP can take place. Thereby allowing lesser players to still enjoy thier exp without the worries of latency from unexpected PVP. Because in the end hard core PVPers expect to pvp as they dont experience the disadvantages of latency to the degree of incapacity. And a PVEer should expect to progress in their game unscathed by a PVPer to which they have no chance of even minimal use of defenses because of latency, even if they have mid-grape cpu equippment.

Yeah people play these games because they are simple for them. They dont enjoy or have the time to get involved in accually developing them selves based on skill conception that was first popularized by the D&D games back in the 70's.

However the good thing is that people are palying games...millions of people and this is the most positive thing as far as the gaming industry goes as a whole. And maybe later when they finnally get bored of the monatany of these simpler games then they will become intrested in Real gaming like fantasy mmorpgs and the like..

Yeah, they are there, and they are quite stinky for sure.. My advice... Sap them dry for info., player tutorials, and secrets. Their egos are so big that they are overflowing, and they love to give great information, and they will gladly do it every time-- if you are humble enough when you approach them. After that, if they still bother you, just continue to build yourself up as efficiently as you can until you can become an EGO yourself.

As always you bring up good points to observe. The reason why they are good is because you leave the floor open to positive suggestions...yeah really... you do... and thats better than good ...thats GREAT!

-The first 5-10 min (1)

Well i believe Companies like Onlive.com are working on these types of issues whether gamers, or the game Industry itself is on board with thier concept or not.

-The first 5-10 min (2)

Art..graphics,effects, THINGS TO LOOK AT, and that which takes attention away from the embriotic character, is what I suggest with this. In other words...dazzle me, distract me, and take mind mind away from myself....(the root of gaming itself is it not?)

Rinse,Lather,and repeat.....LOL

1. I think character strengths and weakness waxing and waning over time cyclicly could solve this problem.

Call it (Force Manger) ...ex.. In no game (that i've seen),do characters age and have to be replaced by (natural) circumstances.

2. In no game do the powers of characters wax and waning in congruency within real- time(verses nerfs). And don't tell me it can't be done just look at Eve's skill training concept and transfer that to actual in-game realtime character playability.

3. Weather control by NPC's or Player factions...Weather playes a big role in mood, motivation, and rescource availability. So, lets work with it as well.

So there you go.. 3 suggestions for you.. keep up the great work and the genius thinking.

One category that could stand out is Mythology...(not fantasy)... but the psychological and social morees that human culture is based in all cultural regions.. I mean every region has their representation of Diana, ,Poisidon, Herculese, Dyonysius, Set, Ra, Khem, Jupiter, Hermes, Maat, , Ruchirah, Krishna, and the list goes on.... and you get the point.

Mmorpg gaming is in a lagrge part based off of the the psychologial keys that make us WANT TO PLAY..aka..DESIRE. Freud and Jung wrote detailed descriptions of these keys in their volumes of literature.

For example a game based on the goddess "Ceres" would be one that focuses on crafting, production, and nuturing,vs the more popular fighting, controlling, and conquering.

A game based on Krishna would be one based on how many in game love-relationships a character could engender.

A game based on Hermes would be one that specialized in natural magic and how nature itself can be controled.

So on and so forth. Oh yes, there is so much more that could be done in the conceptualization of mmorpgs.

I read your post and i agree Eve does require a certain taste. And I wanted to point out to you why i think Evev is indeed a quality game. Its because of its structure. As well as its sandbox type of progression. I think when a player really diggs into Eve they see a really intricate structure of gaming. The components of this structure could be taken to any MMO. In other words i think if more MMO's had the sandbox type of concepts encountered in Eve then they would indeed be better. I think many new MMO's that are developing will be mimic -ing some of Eves components. We can all agree that the basis for all MMOs is Power. Eve causes the player to aquire this power in a more creative and patient way. This patients is what funds the Eve project and allows the Devs of Eve to continue to create more content. However,.. Eves content is based from player progress and not merely from the imagination and desires from the Devs. This is also a unique quality of Eve. I enjoyed your post. Take care and keep gaming.

Devs can think of variouse nerfs coming into effect on an automatically timed in-gaming out-gaming cycle that could last anywhere from an hour/day/ week/month, or more if they so choose. I know this sounds like just like a buff but look a bit closer for me here.

This could play out as being a bit more realistic as we understand our own lives from a subconciouse point of view.

In other words, we all have our good days and bad days, some of us are night howls vs. others who are day walkers.

How does this compare with character creation? How can this be done on a universal scale?

Businesses (particulalry textile companies) tend to have their stong seasons and week seasons.

And this creates factors which shape both cause and effect as well as supply and demand. Now, what makes cyclic nerfing different from buffs is that no one player has control over their enhancements or apparent weaknesses. And they occur cyclicaly just like winter and summer. But the timing of the enhancements or weaknesses can be predicated and thus compensations can be made by the characters themselves, (rather than a chalky request from an upset player.) i,e, if you know its going to be cold outside, you dont put on swimmng trunks befrore stepping off to work.---you put on a jacket and/or a scarf.. But then again,its not always cold outside, and its never cold outside during August...where i live..... here on earth...( the expeptions are endless)

Such a way of cyclically creating strenghts and weaknesses that automatically wax and wane over periods of time could technically create an extra dimension to role playing individual classes. This new/extra dimension is the dimension of balance, vs the infamously well know ( and over emphasized ) dimension of playing merely for Power's sake.

Yeah, we all like PVP at certain times with certain games, but the truth is in the form of a question. "Are the Mobs (in-game) smarter than the humans who play the game.?.. I mean, you never see mobs killing mobs, but you always see players/humans killing players.. so who's smarter i ask you?... Maybe 1 day we'll get npc's killing npc's and npc factions alike, and maybe this will balance the challenging equation i'm asking you and all gamers to contemplate.